[previewyoutube=QJUFbV1VdiY;full][/previewyoutube] [b][h1]WHAT’S FEATURED IN THIS RELEASE[/h1][/b] [b][h3]New Leaderboard System[/h3][/b] It’s been a while coming, but we are ready to roll out our new leaderboard system which resets scores across all scenarios. It will look similar to the old one, but there’s a lot new under the hood, including an anti-cheat system. The one thing you should notice is that leaderboards will have more integrity. So grind with confidence and enjoy climbing those boards! We’ll have more updates/enhancements coming to the system soon, to include resumption of The Meta League - we’ll be back and better than ever! [b][h3]New Featured Playlists[/h3][/b] [img]https://clan.cloudflare.steamstatic.com/images//32392098/bbe2b6866f7fb3d37815c9e188f69cbdf56bcc04.jpg[/img] [list] [*] Check out the warm-up Freakazoid uses before he hops into VALORANT. [*] We’re excited to have the first Featured Playlist from our long-time partners Voltaic! The scenarios include bots with easy-to-read movement patterns so you can focus on tracking precisely rather than reading the bot movement. Your scores will improve as your smoothness and precision improves. Voltaic recommends doing this prior to your regular routine but it can be played by itself as well! [*] As Iron delves deeper into aim training, he created a new playlist for Warzone players who want a more advanced and intense set of scenarios! [*] n0ted's own personal Apex workout from when he was playing for C9 Brazil, tweaked for Season 9 and ready for Arena Mode [*] Check out our brand new Valorant Breeze playlist and be sure to see the accompanying video on YouTube. [/list] [b][h1]Visual Upgrades![/h1][/b] [img]https://clan.cloudflare.steamstatic.com/images//32392098/4a021c9f5c29cae2fa1a031e3b98d9df1e4f361e.jpg[/img] [b]New textures for the Sandbox![/b] Looks aren’t everything (we’ll take the latency win every. single. time.), but we thought you might like some more choices. Enjoy some nice new textures to kit out your scenarios. [b]New skybox settings for the Sandbox![/b] Why not pick out a new sky to accompany your shiny/unshiny new walls? You can now customize your skybox - check it out in the Visual Settings tab. [b]Visual Settings Updates![/b] [list] [*] Save customized Themes - Save your favorite textures, sky colors and enemy colors into themes. We’ve also included some defaults from our community. [*] Better Live Preview of what you are changing. [*] Tint can now be applied to all materials and will reset when you switch textures. [*] We’ve set defaults for roughness, metallic and fullbright for floors and walls (it’s 1.00; 1.00; 0.80 for walls and 1.00, 1.00, 0.20 for floors). [*] Also set new roughness, metallic, fulbright defaults for enemy bots. [*] We’ve tidied up the Visual Settings tab a bit - nested some advanced options, etc. [/list] [b][h1]New Crosshairs![/h1][/b] [img]https://clan.cloudflare.steamstatic.com/images//32392098/467d65effd4675271228836123cbb5dfec21a882.jpg[/img] Added 12 new user-made crosshairs - let us know if there are others you’d like to see available as defaults! [b][h1]Trainer[/h1][/b] [b]Updated Tracking Trainer Map[/b] [img]https://clan.cloudflare.steamstatic.com/images//32392098/2356372fbb7b62c79f735cd59bd0895a5c113bb5.jpg[/img] We took a pass at the map to remove some visual clutter. Looks clean and fresh now. [b][h1]Scenario Creation Improvements[/h1][/b] [b]Content tagging for scenarios[/b] Creators must now select from a list of tags for Aim Type and Aim Sub Type. There are also hidden tags for Projectiles and Player Movement Scoring that are automatically filled in based on scenario profiles. This will lead to better filtering options in the near future. [b]Character profile option: Min/max spawn location offset[/b] Previously, spawn offset was a single point in 3d space, but now scenario authors can now set a range of acceptable minimum and maximum spawn offset values for randomized spawns across a volume. [b]Character profile option: Hit Detection[/b] Per-Mesh Hit Detection which can be used with humanoid meshes. Turning this option on, makes it so that the hitbox now relies on the character's mesh for more accurate hit detection. [b]New Bot behavior/dodge profile: Line of Sight Reaction[/b] You can now configure bots to react to seeing the player. They can be set to return to their previous spawn location, halt movement for a duration, or self-destruct. [b]Bot profile option: “Use Minimum Respawn Time” (default = true). [/b] If disabled, bots will respawn a random amount of time between Minimum and Maximum of the character profile. All existing scenarios have this set to true, but authors can now use this to randomize spawn times. [b]Update to Dodge Profile: alternate up/down toggle movement logic[/b] The original dodge profile logic for jump and crouch were intended for ground-based bots, and have proven to be difficult to use for flying bots. We’ve added a new alternate set of movement options for up/down that allow scenario authors to have bots toggle between jump and crouch in a similar fashion to how they toggle left and right. [b][h1]Quality of Life[/h1][/b] [list] [*] Pause button is now more responsive when first booting into the app. No more wondering wtf is up with the ESC key when you first come in to kill some bots. [*] Added option to hide health bars are when characters are at 100% health [*] Players can now set a FPS cap for Menus. Peep and adjust “Menu Max FPS” to suit your discriminating tastes. Note: “Max FPS” has been renamed to “Game Max FPS” [*] NVIDIA Experiments: You can now pause and quit an experiment after starting it. [*] You can now opt to show only the session timer in the HUD, for those of you who found the session stats distracting but still wanted to know how long you’ve spent in a scenario. [*] Use Mesh Instancing: If checked, maps will use static mesh instancing for placed brushes. This provides a significant performance boost but will usually result in visual seams where instances meet (you might see the sky bleeding through at edges of certain maps). If you have enough FPS, keep this unchecked. [*] Added Call of Duty to the sensitivity selector [/list] [b][h1]Bugfixes and other updates:[/h1][/b] [list] [*] Jetpack bar color uses the correct palette color [*] Tweaked/updated tooltip text [*] Added “Reload Count” to stats export [*] Humanoid Bot crouch animation is now synchronized much closer to hitbox position [*] Fixed some pesky key bind issues [*] Added a nifty new killConfirmed sound [*] Fixed scenario movement score cap - the score submitted to Leaderboards and stats export will now correctly obey the cap [*] Fixed bug leading to malformed scenario and higher than humanly possible scores [*] Fixed online scenario softlock issue [*] Paid down a metric ton of tech debt [/list] [h1]THANKS![/h1] We’d like to thank the community for the feedback and contributions that shape our game and its development. Please keep sending us your suggestions and reports to us on Discord [url=https://discord.gg/k9B2UAe]here[/url] and share your screenshots with us too on [url=https://twitter.com/KovaaKs]Twitter, [/url][url=https://www.facebook.com/KovaaKs]Facebook [/url]and[url=https://www.instagram.com/kovaak2.0/] Instagram[/url]. We can’t wait to share more exciting content with you all soon!